Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Detect if unit is on creep
Detect if unit is on creep
Dec 10 2008, 1:03 pm
By: Devourer  

Dec 10 2008, 1:03 pm Devourer Post #1

Hello

Hi there...
I'm actually not a fan of EUDs but is there any way to detect which, how many and where a unit enterd any creep spot?
I want to do so without many locations / borruwed units (also a reason because ingame you may be able to morph other creepers, so new creep will be created)
I think it's only possible with EUD but I want to be sure if there is any other way.
Help please :)



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Dec 10 2008, 2:52 pm Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

you cannot move most non zerg buildings onto creep. maybe that helps...
maybe with different heights of terrain... but u still need multiple location to know on which u are.

I assume that you need that for your puzzling map.
you can use multiple locations with heigh properties over multiple rooms (as long as u got a dc to determine in which room the players are.




Dec 10 2008, 2:56 pm Devourer Post #3

Hello

Quote from Ahli
you cannot move most non zerg buildings onto creep. maybe that helps...
maybe with different heights of terrain... but u still need multiple location to know on which u are.

I assume that you need that for your puzzling map.
you can use multiple locations with heigh properties over multiple rooms (as long as u got a dc to determine in which room the players are.

The first one didn't really help, bt I guess you want to tell me that I could check it with always moving a building there... that wouldn't be a good idea

"Heights / proporties of terrain" you mean location flags? no flags can detect creep, already tested >.<

yes, I may require it for my puzzle map...

the problem: I do NOT want to waste a location!



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Dec 10 2008, 3:03 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

Not possible with EUD, afaik.

Mobile grid can detect creepers (in this sense, a hatchery or colony), but you run into the same problem as detecting terran buildings which we have attempted in the past. Take a look at those threads.

The only solution I can come up with is to only detect the creepers once, then never bother them again by centering a burrowed unit under the creep, then using that to arrange the grid. The triggers would go something as follows:
Always Detect number of creepers
If that number changes, do
center location on each creeper and place a zergling under it.

Always center location on zerglings and make a mobile grid (or just 3-4 huge locations sized to approximate the creep ellipse).

This way, if you build a creeper, chances are you won't be morphing one at the same time

Also, check to see how the triggers respond when the creeper is morphing (bring/command conditions, what creeper they detect, etc...).

If you need the actual triggers and can't understand this, it's probably not for you, and I'd recommend not detecting creep.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 10 2008, 3:12 pm NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

I doubt this is possible with EUD.

However you could make a devourer grid with a scourge in the center around your unit and try to move turrets there. I haven't tried, but I think buildings cannot be moved onto creep.

This isn't very reliable of course, since walls or other units could be blocking.
You can compare the results with a moved creep colony to increase accuracy.
All of that is highly theoretical of course, just throwing out ideas.

Post has been edited 1 time(s), last time on Dec 10 2008, 3:36 pm by NudeRaider.




Dec 10 2008, 3:24 pm Biophysicist Post #6



Do the players need to control the creepers? If not, here's a kind of odd idea: ("Creeper" is a location that is just big enough to fit all the Creep a single Creep Colony generates. "Out Of Play" is a location somewhere where the players can't get any units to that should be as big as possible. Preplace a bunch P12 of Mature Chrysalises and a bunch some 2x2 non-Zerg buildings. [I'm using Missile Turrets for this example, but you could use Pylons, Photon Cannons, or add-ons instead.] [It would be a good idea to cloak the buildings, but I'm not sure if you can cloak Zerg buildings.] "Detect" is a 4x4 location. "Marker" is a location which should be big enough to fit an Observer in.)

I am assuming all your players are in Force One for this example. If you have more than one force with players in it, this will need to be slightly modified.

Trigger 1:
Conditions:
P12 brings exactly 0 Missile Turret to "Creeper".
P12 brings exactly 0 Mature Chrysalis to "Creeper".
Actions:
1. Center "Creeper" on a Creep Colony (or whatever) owned by <player x> at <some location>
2. Move all Missile Turret owned by P12 at "Out Of Play" to "Creeper".
You might need a Wait 0 here, I'm not sure.
3. Move all Mature Chrysalis owned by P12 at "Out Of Play" to "Creeper".
4. Move all Missile Turret owned by P12 at "Creeper" to "Out Of Play".
5. Center "Detect" on Mature Chrysalis owned by P12 at "Creeper".
6. Set "Switch 1".
7. Give 1 Creep Colony (or whatever) at "Creeper" to <player y>.
8. Preserve Trigger.

Trigger 2:
Conditions:
Switch 1 is Set.
Force 1 brings at least 1 [any unit] (or [men]) to Detect.
Neutral brings at least 1 Mature Chrysalis to Detect.
Actions:
1. Center location "Marker" on [any unit] (or [men]) to Detect.
2. Create 1 Protoss Observer for <some player> at "Marker.
3. Preserve Trigger.

Trigger 3:
Conditions: Switch 1 is Set.
Actions:
1. Move 1 Mature Chrysalis for P12 to "Out Of Play".
2. Center "Detect" on Mature Chrysalis for Neutral at "Creeper".
3. Preserve Trigger.

Trigger 4:
Conditions: Neutral brings exactly 0 Mature Chrysalis to "Creeper".
Actions:
1. Clear Switch 1.
2. Preserve Trigger.

Insert about a gazillion copies of Triggers 2 through 4 here.

Final trigger:
Conditions: <Player x> commands exactly 0 Creep Colony (or whatever).
Actions:
1. Give all Creep Colony (or whatever) owned by <player y> at <some location> to <player x>.
2. Preserve Trigger.

Unless I made a stupid mistake, all units on Creep would have an Observer over them. You should probably kill the Observers after you use them. The main problem is that units will have a lot of trouble moving while near Creep and that units that are 1 square away from Creep will also get an Observer over them.

I'll go through this trigger list and check for bugs when I get home.



None.

Dec 10 2008, 3:30 pm Devourer Post #7

Hello

@TZ
I don't think that it works for creeper-tileset-squares (the one in the tilesetindex in SCMdraft)
I'll try those ideas out later, thanks for helping, if it doesn't work I will use normal locations >.>



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Dec 10 2008, 4:57 pm Ahli Post #8

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Devourer
Quote from Ahli
I assume that you need that for your puzzling map.
you can use multiple locations with heigh properties over multiple rooms (as long as u got a dc to determine in which room the players are.
"Heights / proporties of terrain" you mean location flags? no flags can detect creep, already tested >.<
the problem: I do NOT want to waste a location!

the field doesnt need to be creep but it can be made out of creep tiles and I mean unchecking some flags. then u can have 1 location over a part of the map detecting that fields in many rooms (depends on the map). You just check for units that stand on higher or lower ground than the normaly ground...




Dec 10 2008, 7:46 pm Biophysicist Post #9



Quote from Devourer
@TZ
I don't think that it works for creeper-tileset-squares (the one in the tilesetindex in SCMdraft)
I'll try those ideas out later, thanks for helping, if it doesn't work I will use normal locations >.>

Why wouldn't it work for tileset indexed creep? The only way it wouldn't work is if you can build on indexed creep, which I don't think you can do.



None.

Dec 10 2008, 8:00 pm Pigy_G Post #10



Couldn't you just like preplace a burrowed unit and if they bring that unit to the hero center a location on the hero to see where on the creep he stepped on? :mudkip:

EDIT: Oh, no burrowed units. :><:



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Dec 10 2008, 8:02 pm Biophysicist Post #11



He said he didn't want to do that... :mudkip:



None.

Dec 10 2008, 8:26 pm Ahli Post #12

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from name:TassadarZeratul
Why wouldn't it work for tileset indexed creep? The only way it wouldn't work is if you can build on indexed creep, which I don't think you can do.
It may be offtopic but you can build on indexed creep tiles or however they are called. You need to disable vision with urself and build in the shadow which doesn't work with real creep.




Dec 10 2008, 8:28 pm Devourer Post #13

Hello

Quote from Ahli
Quote from name:TassadarZeratul
Why wouldn't it work for tileset indexed creep? The only way it wouldn't work is if you can build on indexed creep, which I don't think you can do.
It may be offtopic but you can build on indexed creep tiles or however they are called. You need to disable vision with urself and build in the shadow which doesn't work with real creep.
Yes...
also the "check if its building" (the step before you place the building with the green (ok) and red (blocked through something) blocks) is always green, but when you want to build it it says "Can't build here".
That's the reason why I just asked that.



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Dec 11 2008, 9:13 pm rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

Is there something wrong with my triggers?



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 11 2008, 9:50 pm ForTheSwarm Post #15



Devourer doesn't want burrowed units.



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Dec 11 2008, 9:53 pm Biophysicist Post #16



Quote from rockz
Is there something wrong with my triggers?

I could ask the same question, but about my trigs...



None.

Dec 12 2008, 5:03 am rockz Post #17

ᴄʜᴇᴇsᴇ ɪᴛ!

I assumed he didn't want a burrowed unit grid.

The only burrowed units my way uses are undetectable (they're under a building, so you can't see them).



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